ryujinx/Ryujinx.Graphics.Shader/IGpuAccessor.cs

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C#
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using System;
namespace Ryujinx.Graphics.Shader
{
public interface IGpuAccessor
{
void Log(string message)
{
// No default log output.
}
uint ConstantBuffer1Read(int offset)
{
return 0;
}
ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize);
int QueryComputeLocalSizeX()
{
return 1;
}
int QueryComputeLocalSizeY()
{
return 1;
}
int QueryComputeLocalSizeZ()
{
return 1;
}
int QueryComputeLocalMemorySize()
{
return 0x1000;
}
int QueryComputeSharedMemorySize()
{
return 0xc000;
}
uint QueryConstantBufferUse()
{
return 0;
}
bool QueryHostHasFrontFacingBug()
{
return false;
}
bool QueryHostHasVectorIndexingBug()
{
return false;
}
int QueryHostStorageBufferOffsetAlignment()
{
return 16;
}
bool QueryHostSupportsImageLoadFormatted()
{
return true;
}
bool QueryHostSupportsNonConstantTextureOffset()
{
return true;
}
bool QueryHostSupportsShaderBallot()
{
return true;
}
bool QueryHostSupportsTextureShadowLod()
{
return true;
}
SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
{
return SamplerType.Texture2D;
}
bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
{
return false;
}
InputTopology QueryPrimitiveTopology()
{
return InputTopology.Points;
}
TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
{
return TextureFormat.R8G8B8A8Unorm;
}
bool QueryEarlyZForce()
{
return false;
}
}
}